Modeling Tools
Geometry Scripting (Beta)

Geometry Scripting is an Unreal Engine plugin containing a set of Function Libraries that generate and edit mesh geometry via Blueprints and Python.  Geometry scripting functionality continues to expand with additional functions.

TransferBoneWeightsFromMesh: Transfer bone weights from the source Dynamic Mesh to the target Dynamic Mesh using the Inpaint method which is more robust than the Closest Point Method. The target mesh is usually a mesh without any previous weights (i.e. converted from a StaticMesh).

GetRootBoneName, GetBoneChildren, GetAllBoneInfo, GetBoneInfo are additional node for gathering bone information.

BlurMeshVertexColors node which is similar to AttribBlur node in Houdini.

Collision Shapes New functions for directly manipulating Collision Shapes, exposing the Collision Merge algorithm and related functionality

  • GetSimpleCollisionFromComponentSetSimpleCollisionOfDynamicMeshComponent

  • GetSimpleCollisionFromStaticMeshSetSimpleCollisionOfStaticMesh

  • GetSimpleCollisionShapeCountAppendSimpleCollisionShapesMergeSimpleCollisionShapesTransformSimpleCollisionShapesCombineSimpleCollisionApproximateConvexHullsWithSimplerCollisionShapes.

  • SimplifyConvexHulls

  • AppendSphereCovering

  • StaticMeshHasCustomizedCollision

Point Sets- New functions for working with point sets:

  •  KMeansClusterToIDsKMeansClusterToArraysTransformsToPointsFlattenPointsUnflattenPointsMakeBoundingBoxFromPointsGetPointsFromIndexListDownsamplePointsOffsetTransforms.

Splines- USplineComponent sampling has been improved with new methods on the component that support sampling custom ranges: 

  • ConvertSplineToPolyLineWithDistances,

  • ConvertSplineToPolyline_InDistanceRange,

  • ConvertSplineToPolyline_InTimeRange SampleSplineToTransforms and ConvertSplineToPolyPath now support custom ranges as well. For closed splines, these ranges can wrap around, making it easy to sweep sections smoothly around a loop.

CopyMeshFromComponent now supports copying meshes from Geometry Collection Components and Instanced Static Mesh Components

AppendTriangulatedPolygon3D is a new function for triangulating polygons with 3D vertices.

Dynamic Mesh- The Dynamic Mesh Component class used meshes generated by Geometry Script has been improved as well. It now has better control and default behavior for Tangents, and supports standard Vertex Color and Collision Shape rendering via the 'Show' flags in the editor viewport.

Simulation & VFX
Production Rendering Pipeline
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Hardware Ray Tracing
NM
Nathaniel Morgan
Posted on February 2024

Substantial Improvements have been made to hardware raytracing (HWRT).  These improvements offer speed gains of 2x in the case of primitives and it helps to ship 60hz experiences which use HWRT.

  • GPU instance culling, parallelization for instances and primitives.

  • Additional primitive types

  • Optimized path tracer with roughly a 15% speed improvement over Release 5.3 and roughly equivalent to Release 5.2 without any reduction in features or need to introduce additional shader permutations.

  • HWRT uses the path tracer light grid and consequently supports very large numbers of lights.

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